/agdg/ - Amateur Game Development General

What are you like edition

> Next Demo Day 18
itch.io/jam/agdg-demo-day-18

> Play Demo Day 17
itch.io/jam/agdg-demo-day-17

> Play Mecha Jam
itch.io/jam/op-mechanoid

> Helpful links
Website: tools.aggydaggy.com
Weekly Recap: recap.agdg.io
AGDG Steam Games: homph.com/steam
Fanart and stuff: drive.google.com/drive/folders/0B6j4pcv3V-vfb3hKSlhRRzlLbFE
New Threads: Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627

Previous Thread: Previous Demo Days: pastebin.com/74btH1aJ
Previous Jams: pastebin.com/mU021G8w

> Engines
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com

> Free audio
freesound.org/browse
freemusicarchive.org
incompetech.com/music
fantasymusica.org

> How to Webm
obsproject.com
gitgud.io/nixx/WebMConverter

Other urls found in this thread:

gamasutra.com/blogs/RyanClark/20150917/253842/What_Makes_an_Indie_Hit_How_to_Choose_the_Right_Design.php
play.google.com/store/apps/details?id=com.nimblebit.pockettrains
twitter.com/SFWRedditVideos

got feathers all over my keyboard again

For those who use UE4 do you guys do level design in the engine itself after making the small assets in Blender, or do you design the level completely in Blender and export it?

third for my waifu

First one

Which agdg girl would you impregnate?

Zuka.

Block out and design in a 3D software like Maya or blender

Still trying to hash out how I'm gonna handle input in my engine. Detecting connections and disconnections and handling switching to different HIDs on the fly is a must have on top of avoiding a single abstraction for all HID types (i.e. the game code can depend on an HID being a keyboard, mouse, gamepad, etc.)

Anyone here doing interactive fiction or any other choose-your-own-adventure stuff?

What engine do you use? Something homegrown since it's so basic or an existing one? I've been looking at Twine but it seems to be in a weird spot.

...

Only leftists touch that stuff.

These ones

but I'm writing porn

For all of you with ambitions of making a living of games. What's your strategy to make money from game devving?

Is making a Puzzle Quest-like financial suicide? There are billions of games in this genre. In my experience they're all just a bit shit when compared to the original but they're there.

Listening to music while trying to figure out this network nonsense.

Finally get thing to access correct elements on other clients, then I'm getting extra messages and callbacks, haha now whats wrong?

Finally figure out issue lies with the way I was creating the other players ready buttons. fix that, and make another test build.

Album ends and listen to clapping and cheering as everything works as desired!

I released a game and people buy it

this but unironically

porn

Making a good game

Suppose you initialise a chessboard such that at most half the squares are empty (or alternatively as few squares as makes the problem nontrivial) and the rest contain a random white piece, what strategy would you take if you were to write a function which takes the state of the board as input and is guaranteed to return a sequence of moves that maximises the number of pieces that move with the constraint that each piece is only allowed to be moved at most once.

R.I.P.

the grey haired one from the moth shmup

Godot 3.0 is coming

Make something that is different enough that you're not directly competing with anyone else because you can't afford to directly compete with anyone with actual money.
Make something that is not so different that normie games don't "get" it.
Make something with a hook that is easy to understand.
gamasutra.com/blogs/RyanClark/20150917/253842/What_Makes_an_Indie_Hit_How_to_Choose_the_Right_Design.php
Save money wherever I can in every way I can. Note: if doing something in a certain way means that you won't make enough money to survive then you can't actually do this.
Contact press en masse. Fucking shotgun those emails. Kill them all, god will know his own.
Know that even if I execute everything perfectly I will still probably fail. Victory or death, with the latter being far more likely.

Is that Undyne??

furry porn

Being a yesdev like I am. And not a nodev like you are.

I approve

>not using the coolest engine for the coolest people

At what point do I even start trying to get the word out?

What would happen if a make a game like this: play.google.com/store/apps/details?id=com.nimblebit.pockettrains but with boats and slaves?
You will not only trade blacks but you will also trade with whites, latin americans and asians.

Has anyone here ever been to a game dev event?

what is this gamedev themed normie nightclub

Looks gay as fuck

I would probably be on a corner not talking.

I went to a UE4 one

Block out using primitive meshes and basic shapes I made because UE4's BSP sux
Although if I cared about looks I'd use modular assets.
Exporting over and over gets old.

Good choice.

I need a fast non-optimal weighted path finding algorithm. What should I google to find one?

Any girls there? Did you get cool swag?

Just use A* with an overestimating heuristic.

A few. Business cards and free drinks.

>free drinks
Sign me the fuck up, do they do some in Europe ?

I believe guaranteeing that you'll find a global optimum in realtime is not feasible for a problem like that unless the board is very small.

Sure, many are arranged through meetup

Some IRL game jams
A few local meetups and playtesting events.
But I'm in a shitty third world country so that doesn't really count.

The biggest event was when some teachers from Vancouver film school visited our university to give a workshop.

The Oinky Porky enemy was fixed (And doesn't move at the speed of light ether anymore).

>falls over because it still has physics for some reason
>fixed

Made a little idle animation

Don't really like how it turned out, but its my first time making a animation like that so I think its alright.

B-BUT its cute that it falls on its face after killing you. It's like it smashed you.

Easiest engine/framework for Mobile UI focused games (think like clicker/idle or trivia games.)
Unity?
I just want to finish a game before spring term starts and I have excuses for not finishing a game.

If you want to make it look like it's smashing you, you should actually animate it. It's easy to tell that it's just flopping over.

Why you have physics enabled for anything but particles or other effects at all is beyond me.

That is actually not physics but the AI script not having a player variable after the player is dead.

>using nodev engines like UE4 or Godot

Notice how the only yesdevs use Unity or GM

You need glasses and a better programmer. It starts to fall over as soon as it moves, and it rigidly bounces off the ground. Why are you paying this guy?

Bokudev stop fucking lying I know physics when I fucking see it and you NEED to remove them out of your game stop the fucking excuses idiot

post your progress

I want to make essentially a princess maker style game, so life management, a bit of dungeon crawling, and some VN elements. I have some experience with RPG maker and think I could jury rig things and do pretty much what I want, but do you guys think it would be better to use a more powerful game maker and get better, more transferable knowledge? I'm just nervous about getting too ambitious and burning myself out. I'd rather completely finish a 7/10 game than never get more than halfway done with a 10/10

you wont finish it no matter what it is
so just pick what you will have the most fun doing

No seriously it doesn't have physics to fall over until it already kills boku, and that isn't even code calling for physics its just the AI not having a player to chase after anymore since it already killed the player so it falls down on its face.

>make the movement happen in a single node
>all the rest of the tree's logic is locked while the AI moves
>make it just change a variable in the AI controller where the movement is added during the tick
>can do multiple things but movement becomes unprecise because the node isn't executed often enough
>can't solve the issue with a simple parrallel composite because I'll have multiple kinds of movement behaviors
fucking behavior trees how do they work

I told you, you need glasses I can CLEARLY see it will fall over why don't you pay me to be your programmer?

This level of denial concerning your own game isn't healthy. Is your programmer telling you all this? I'm not confident you can read the code and know this yourself. Trying to help you out here.

Why are you pretending to be me?

>while the AI moves
The AI shouldn't be moving

Forgot the ridiculously stupid webm
Take a closer look at that fantastic, top notch AI following a path.

This again. Tried to post this webm in that post but Veeky Forums fugged it up.

I started replying then realized halfway through
9/10

I take that back. It still looks awful (is he a fucking segway?) and the behaviour once the player dies needs to be fixed.

No it should. It's either strafing or moving to another position.
Why would I want to make an AI that stops strafing to take a shot, that's just stupid.

Hey guys, I'm coming from a more web dev role and I'm wanting to move a card game I've been building inbrowser to a standalone app.

So at first glance godot seems like the best but it seems difficult to connect it to a db as well as make it multiplayer/network/build out the chatroom.

I did find a wrapper for sqlite which should be fine but I'm still on sure of how big of a pain the ass the sockets will be. TCP should be fine but I'm wondering if anyone's got experience.

I basically want to build an application that when you launch it brings up a global chat and some lobbies/tables/worlds to choose from and when they pick one it launches a new window with the local card game.

I'm really hoping Godot can do this. Because it doesn't look like there are many alternatives.

>Vector dimensionality isn't templated

Use whichever tool you're comfortable with and can get the job done.

>Hey guys, I'm coming from a more web dev role and I'm wanting to move a card game I've been building inbrowser to a standalone app.
Look at how Twine games are frequently distributed. You can distribute your game as a browser-based application if you have no commercial aspirations.

I like it

>I'm wanting to move a card game I've been building inbrowser to a standalone app.


Why don't you use nw.js? There's a few games on Steam I know that are written in JS/HTML5 and they use nw.js to package their browser game, they work fine.

>underscores in variable names

having to press shift constantly is worse

My variable names are all underscores

(defvar a-variable-name 3)

fastest way to spot a patrician programmer

PascalCase for types
snake_case for values
SCREAMING_SNAKE_CASE for constants

I name all my variables with the timestamp at which I defined them.

>not_writing_your_variables_like_this
>notWritingYourMethodsLikeThis
>NotNamingYourClassesLikeThis

Spotted the handlet

Spotted the brainlet

>mixing snake_case and camelCase
Disgusting.

It is certainly debatable. Still miles better than no underscores at all.

I'm honestly trying to move away from the js/html mess and would rather do it all in one language. Right now I'm looking at Love2d vs Godot but both have their downsides.

I would be shocked if it wasn't Unity.

never mind I might actually be retarded

What are you going to do to solve the "music" problem?

hyphen is hard to read

I have a bad habit of trying to fit everything into single word all-lowercase, sacrificing clarity in most cases
aconvert()
bresolve()
cprocess()

Music production is my normie-friendly hobby.

I'm okay with the whole no_variables_like_this, but all my locals are _variable

Love is easier to pick up than Godot, but you have to implement a lot of things yourself.

>but all my locals are _variable
Just use this.field (or this->field in C++) and you don't have to worry about shadowing.

Underscores are fucking dumb to put in variable names, the _ key is too far out from the rest of the keys you type with and slows down your typing efficiency

It's ok if you're writing a library or you keep the names short
lua_tonumber(...)
sq_getstring(...)

small hands? short fingers? you could try a children's keyboard

>Love is easier to pick up than Godot
How? Engines are pretty much designed to be easier to pick up than barebones frameworks that make you do all the infrastructure work yourself